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Application of the Community Satisfaction Survey (SKM) to the Services of the Bengkulu Province General Bureau, Public Relations and Protocol Using the Servqual Method Darmanto, Robin; Kalsum , Toibah Umi; Arliando , Yode
Jurnal Komputer, Informasi dan Teknologi Vol. 1 No. 2 (2021): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v1i2.296

Abstract

In an effort to improve service quality, a service satisfaction survey system will be developed by displaying and analyzing data in the form of a questionnaire. Where in this development a computational survey method is implemented, namely the Servqual method which can provide convenience in collecting and analyzing survey questionnaire data. The application of the Community Satisfaction Survey (SKM) to the Services of the Bengkulu Province General Bureau, Public Relations and Protocol was made using the Visual Basic .Net programming language and SQL Server database. This application has applied a method, namely the Servqual Method, where the results of the community satisfaction assessment will be reprocessed to determine the level of community satisfaction with the services provided. The assessment process is divided based on the sections/units in the Bengkulu Province General Bureau, Public Relations and Protocol. The resulting output is in the form of a graph, where if the servqual value is the highest, it can be said that these attributes need to be evaluated for improvement / or in the future to improve the quality of services at the Bengkulu Province General Bureau, Public Relations and Protocol. Based on the tests that have been carried out, it can be concluded that the functionality of the Public Satisfaction Survey (SKM) Application for the Services of the Bengkulu Province General Bureau, Public Relations and Protocol has been running as expected.
The Design and Implementation of Internet-Based Wireless Lan (WLAN) at Rawa Makmur Permai Urban Village Office Pebrianti, Pepi; Kanedi , Indra; Arliando , Yode
Jurnal Komputer, Informasi dan Teknologi Vol. 1 No. 2 (2021): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v1i2.300

Abstract

This study aims to build an internet-based Wireless LAN (WLAN) at the Rawa Makmur Permai Urban Village Office, implement bandwidth and firewall management as a security system on the WLAN network, and observe the use of internet-based WLAN networks at the Rawa Makmur Permai Urban Village Office.This study uses the Development Life Cyle (NDLC) method which is a method that can be used in the network development process that allows network monitoring to determine network statistics and performance. The results of the performance analysis will later be taken into consideration in the design of network designs, both physical network designs or logical networks. The results of this study indicate that a WLAN network using a MikroTik router and implementing bandwidth management, firewalls and captive portals can optimize network usage, because by implementing bandwidth management it can distribute bandwidth evenly to clients according to their network access needs, the firewall itself can be used as a site access filtering system which in this study the author can apply to block the youtube.com site and make it a captive portal access.
Penerapan Logika Fuzzy Sugeno untuk Menentukan Reward pada Game Edukasi Platformer Berbasis Android Sanjaya, Ahdi; Wahyudi , Jusuf; Arliando , Yode
MEANS (Media Informasi Analisa dan Sistem) Volume 6 Nomor 2
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1416.398 KB) | DOI: 10.54367/means.v6i2.1529

Abstract

The development of information and communication technology devices makes the teaching and learning process easier and more fun, students are now not only able to learn from books but can also learn from various other media such as games. The use of games in the teaching and learning process will make it easier for students to understand concepts in learning. By applying games in the teaching and learning process, it can increase students' motivation and interest in learning. The purpose of this research is to build a game that is fun and can help students in learning.In this game, Sugeno fuzzy logic is applied which serves to determine the rewards / bonuses that players will get when completing the challenges of each level.